The problem with smithing and enchanting...

Post » Fri Dec 16, 2011 11:34 am

There's a big problem not just with crafting as a skill not just in this game but in almost any RPG that implements it.

On one hand, it makes ZERO SENSE that you, a person who started making weapons about two months ago, can make better equipment than Epic Legendary Arifacts of the Epic Legends.

But on the other hand, if someone has put 15-20 perks in Smithing and Enchanting they will be rightfully miffed if they find some equipment that renders all the effort they put into those skills irrelevant. It's for this reason I was apprehensive about Smithing being included in the game when I first heard about it (not that I haven't had some fun with it, but it's still annoying).


My idea to improve it is this: Artifacts will always be better than the generic armor and weapons that you can craft, but they obviously aren't as flexible since you can make armor and weapons of any kind. However, the best stuff in the game could be craftable but you would need more than just a stockpile of raw materials and a soul gem, the materials would be obtained through a quest.

As an example, you come across a book that tells you about the Gilded Armor of Aldren, one of the greatest heroes in Skyrim history (I just made this up obviously). Not only does the armor require steel ingots and gold ingots, it also requires the eyes of a spectral dragon, and the last known spectral dragon was rumored to be residing in the depths of some forbidden cavern.
User avatar
Chrissie Pillinger
 
Posts: 3464
Joined: Fri Jun 16, 2006 3:26 am

Post » Fri Dec 16, 2011 9:06 am

Added poll
User avatar
Cheryl Rice
 
Posts: 3412
Joined: Sat Aug 11, 2007 7:44 am

Post » Fri Dec 16, 2011 2:08 pm

I would change a lot.

Each type of armor would have its own skill tree.
Legendary comes from top tier perk in each tree.
And I would toss at least 50 perks there.

I am thinking copying the repair mechanic from Fallout 3 for enchanting exactly. So you need to sacrifice an item each time.

Too much? :P
User avatar
Sophie Morrell
 
Posts: 3364
Joined: Sat Aug 12, 2006 11:13 am

Post » Fri Dec 16, 2011 5:32 am

I would change a lot.

Each type of armor would have its own skill tree.
Legendary comes from top tier perk in each tree.
And I would toss at least 50 perks there.

I am thinking copying the repair mechanic from Fallout 3 for enchanting exactly. So you need to sacrifice an item each time.

Too much? :P


You mean smithing skill tree or wearing skill tree? I can't quite understand what you mean.
User avatar
Sammie LM
 
Posts: 3424
Joined: Thu Nov 30, 2006 1:59 pm

Post » Fri Dec 16, 2011 7:10 am

The problems with it I see are

Too many crafting ingredients including high level items are available from vendors. Most all should be found in game by playing the game not buying from vendors

Able to go to max level by crafting a cheap low level item like a dagger

Easily exploited to create god items and then god mode for the player

:D
User avatar
A Lo RIkIton'ton
 
Posts: 3404
Joined: Tue Aug 21, 2007 7:22 pm

Post » Fri Dec 16, 2011 9:43 am

You mean smithing skill tree or wearing skill tree? I can't quite understand what you mean.

I mean smithing. By trees, I mean branches. A branch for every type. You specialize in one type of armor and it costs many perks.
User avatar
Trevor Bostwick
 
Posts: 3393
Joined: Tue Sep 25, 2007 10:51 am

Post » Fri Dec 16, 2011 8:29 am

I guess that is one way, but another would be to make all artifacts be upgradable to legendary. Weapons like Wuuthrad would outclass most others if it could be upgraded.
User avatar
Beast Attire
 
Posts: 3456
Joined: Tue Oct 09, 2007 5:33 am

Post » Fri Dec 16, 2011 7:19 am

just dont abuse it and let your character level naturally, recently started my 3rd character and set limits on what i can do ie:

1: can only smith items that i find through adventuring.
2: i do not enchant anything, my enchanting is only raised by using soul gems to recharge my weapons.
3: Only using weapons and armor that i find through adventuring.
4: Dont use any training, my speech is only increasing by selling what i find and buying potions.

But that said the enchanting and smithing are broken/made easy for newer players. i still think enchanting should cost you money say 1000 gold per point/percentage and using a smiths work area should cost you money say 500 gold to use grind stone to improve 2 weapons etc.
User avatar
J.P loves
 
Posts: 3487
Joined: Thu Jun 21, 2007 9:03 am

Post » Fri Dec 16, 2011 10:57 am

There's many things wrong with games like these if you look at it from this perspective. But then again sure you can get better if you practice. At least it's not a skill easily obtained.
User avatar
Kitana Lucas
 
Posts: 3421
Joined: Sat Aug 12, 2006 1:24 pm

Post » Fri Dec 16, 2011 1:09 pm

There's a big problem not just with crafting as a skill not just in this game but in almost any RPG that implements it.

On one hand, it makes ZERO SENSE that you, a person who started making weapons about two months ago, can make better equipment than Epic Legendary Arifacts of the Epic Legends.

But on the other hand, if someone has put 15-20 perks in Smithing and Enchanting they will be rightfully miffed if they find some equipment that renders all the effort they put into those skills irrelevant. It's for this reason I was apprehensive about Smithing being included in the game when I first heard about it (not that I haven't had some fun with it, but it's still annoying).


Agreed, and it can be a but like that in an RPG, any RPG, that has you as a newbie rise fast and end up above people one would assume have been doing whatever their whole life.

I didn't invest in smithing or enchanting much with my first character (Paladin-esque) at all. It didn't really fit the concept I had for them or the route they went in the game. So it was armor they could find/buy/loot for them, and to be honest they have done terrifically none the less.

My idea to improve it is this: Artifacts will always be better than the generic armor and weapons that you can craft, but they obviously aren't as flexible since you can make armor and weapons of any kind. However, the best stuff in the game could be craftable but you would need more than just a stockpile of raw materials and a soul gem, the materials would be obtained through a quest.


I like the sound of that, go on.

As an example, you come across a book that tells you about the Gilded Armor of Aldren, one of the greatest heroes in Skyrim history (I just made this up obviously). Not only does the armor require steel ingots and gold ingots, it also requires the eyes of a spectral dragon, and the last known spectral dragon was rumored to be residing in the depths of some forbidden cavern.


And that I really love the sound of.
User avatar
Rob Davidson
 
Posts: 3422
Joined: Thu Aug 02, 2007 2:52 am

Post » Fri Dec 16, 2011 12:26 pm

I do not like the idea of being able to craft legendary gear. I still think legendary artifacts and daedra lord rewards should be the best.

Technically, being able to craft a legendary item involves the same thing as getting a daedra lord artifact; going on a quest which may involve killing enemies.

But from a lore point of view, the player shouldn't be able to create gear that dwarfs fabled artifacts that have survived eons.
User avatar
hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am

Post » Fri Dec 16, 2011 11:52 am

You can also make it much easier. Just "hire" someone that can make the gear. That wouldn't change much in the concept and you can still craft anything you want without making the main character an uber smith.
User avatar
Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Fri Dec 16, 2011 2:56 pm

Also, not being able to get over 100 Smithing/enchanting/alchemy, remove bonuses to those via the others.
User avatar
Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Fri Dec 16, 2011 9:10 pm

On one hand, it makes ZERO SENSE that you, a person who started making weapons about two months ago, can make better equipment than Epic Legendary Arifacts of the Epic Legends.


That applies to every skill in the game. It makes no sense you become the best [insert skill] within a couple of in-game days. You can exploit every skill in a similar manner to smithing/enchanting, and the TES (from Morrowind onwards at least) have always let you. The problem with Smithing and Enchanting is they have absolutely massive effects (even without combining them with Alchemy), far more then most of the other skills.
User avatar
Charleigh Anderson
 
Posts: 3398
Joined: Fri Feb 02, 2007 5:17 am

Post » Fri Dec 16, 2011 5:59 pm

I don't think they should make better stuff than artifacts. I think everyone should have access to the best enchants, smith improved armor, etc. via NPC crafters(at high price, game needs better things to spend gold on), and smithing and enchanting - along with alchemy - should then be split into non-combat skills essentially, along with speech, lockpicking, pickpocket. Improving your own gear should save you gold and making gear could make you more gold and so on. That's where the advantage should end, really, other than maybe small bonuses for masters of various non-combat skills - but nothing to make any of them clearly superior for combat.

Making crafted armor superior to found stuff, especially artifacts, was just a very bad idea. Smithing and Enchanting are nearly as important, if not more, as weapon and armor skills for melee characters, and it's kind of messed up. Currently you are unquestionably gimping yourself if you don't take them.
User avatar
Jack Bryan
 
Posts: 3449
Joined: Wed May 16, 2007 2:31 am


Return to V - Skyrim